The problem: Overland travel spells and magic items disrupt the value of several fantasy elements that I don't want to sacrifice in a campaign, such as mounts (and the classes that make use of them), vehicles, the vastness and dangers of wilderness, the passage of time as a cost when players are making strategic decisions, and so on. Problem spells in particular include teleportationteleportation, wind walkwind walk and overland flightoverland flight, but there are many more that I may not be aware of.*
My question: How can I preserve these fantasy elements essential to the game-play style I have in mind?
However, classClass balance matters to me: I want to offset the loss of these critical spells by some means. I think Pathfinder does a good job of class balance, and I want to keep it that way.
Do I have to do it the hard way and track down every such spell and ability and ban/nerf them individually? I am hoping there's a higher-level strategy to instead preserve both these elements and these class abilities.
* Combat duration spells like fly or relatively short distance overland spells like tree walk and air walk are not a problem.